Implementation

Screen wrapping, as seen in Asteroids, Pac-Man, Star Control, and VVVVVV, is a gameplay effect that can add an interesting twist to your games. The edges of the screen connect to their opposing edges, so an object leaving one side will reappear on the other. Here, I'll show you how to achieve this effect in Unity.

Screen wrapping, as seen in Asteroids, Pac-Man, Star Control, and VVVVVV, is a gameplay effect that can add an interesting twist to your games. The edges of the screen connect to their opposing edges, so an object leaving one side will reappear on the other. Here, I'll show you how to achieve this effect in Unity.Read More…

Playing sound effects in a JavaScript game should be simple, and this tutorial makes it so by wrapping the powerful Web Audio API in a fast, lightweight Sound class that handles everything for you.

Playing sound effects in a JavaScript game should be simple, and this tutorial makes it so by wrapping the powerful Web Audio API in a fast, lightweight Sound class that handles everything for you.Read More…

In this series of tutorials, I'll show you how to make a Geometry Wars-inspired twin-stick shooter, with neon graphics, crazy particle effects, and awesome music, for iOS using C++ and OpenGL ES 2.0. In this final part, we'll add the background grid which warps based on the in-game action.

In this series of tutorials, I'll show you how to make a Geometry Wars-inspired twin-stick shooter, with neon graphics, crazy particle effects, and awesome music, for iOS using C++ and OpenGL ES 2.0. In this final part, we'll add the background grid which warps based on the in-game action.Read More…

Cross-platform games all have one thing in common: they all need to deal with a multitude of game input devices (controllers), and dealing with those input devices can become a daunting task. This tutorial demonstrates one way to handle multiple input devices through the use of a simple, unified API.

Cross-platform games all have one thing in common: they all need to deal with a multitude of game input devices (controllers), and dealing with those input devices can become a daunting task. This tutorial demonstrates one way to handle multiple input devices through the use of a simple, unified API.Read More…

In this series of tutorials, I'll show you how to make a Geometry Wars-inspired twin-stick shooter, with neon graphics, crazy particle effects, and awesome music, for iOS using C++ and OpenGL ES 2.0. In this part, we'll add explosions and visual flair.

In this series of tutorials, I'll show you how to make a Geometry Wars-inspired twin-stick shooter, with neon graphics, crazy particle effects, and awesome music, for iOS using C++ and OpenGL ES 2.0. In this part, we'll add explosions and visual flair.Read More…

In this series of tutorials, I'll show you how to make a Geometry Wars-inspired twin-stick shooter, with neon graphics, crazy particle effects, and awesome music, for iOS using C++ and OpenGL ES 2.0. In this part, we'll add the virtual gamepad controls and the "black hole" enemies.

In this series of tutorials, I'll show you how to make a Geometry Wars-inspired twin-stick shooter, with neon graphics, crazy particle effects, and awesome music, for iOS using C++ and OpenGL ES 2.0. In this part, we'll add the virtual gamepad controls and the "black hole" enemies.Read More…

You've probably had this experience before: you hear about an awesome game, but then you find out that it's only coming out on the one platform that you don't own. It doesn't have to be this way. In this tutorial, you will learn how to use Haxe to make a game in one development platform that can target multiple gaming platforms, including Linux, Mac, Windows, iOS, Android, and Flash.

You've probably had this experience before: you hear about an awesome game, but then you find out that it's only coming out on the one platform that you don't own. It doesn't have to be this way. In this tutorial, you will learn how to use Haxe to make a game in one development platform that can target multiple gaming platforms, including Linux, Mac, Windows, iOS, Android, and Flash.Read More…

In this series of tutorials, I'll show you how to make a Geometry Wars-inspired twin-stick shooter, with neon graphics, crazy particle effects, and awesome music, for iOS using C++ and OpenGL ES 2.0. So far, we've set up the basic gameplay; now, we'll add enemies and a scoring system.

In this series of tutorials, I'll show you how to make a Geometry Wars-inspired twin-stick shooter, with neon graphics, crazy particle effects, and awesome music, for iOS using C++ and OpenGL ES 2.0. So far, we've set up the basic gameplay; now, we'll add enemies and a scoring system.Read More…

Melee fighting is a favorite pastime in videogameland, the core of countless series both well-known and obscure, and a tense and gripping experience when done right. Many a game developer has taken a game of two beings biffing it out until one can biff no more and thought, "this would be so much better if there were tons of baddies!"

Melee fighting is a favorite pastime in videogameland, the core of countless series both well-known and obscure, and a tense and gripping experience when done right. Many a game developer has taken a game of two beings biffing it out until one can biff no more and thought, "this would be so much better if there were tons of baddies!"Read More…

In this series of tutorials, I'll show you how to make a Geometry Wars-inspired twin-stick shooter, with neon graphics, crazy particle effects, and awesome music, for iOS using C++ and OpenGL ES 2.0.

In this series of tutorials, I'll show you how to make a Geometry Wars-inspired twin-stick shooter, with neon graphics, crazy particle effects, and awesome music, for iOS using C++ and OpenGL ES 2.0.Read More…

In this tutorial, you will learn how to build complex dungeons from prefabricated parts, unconstrained to 2D or 3D grids. Your players will never run out of dungeons to explore, your artists will appreciate the creative freedom, and your game will have better replayability.

In this tutorial, you will learn how to build complex dungeons from prefabricated parts, unconstrained to 2D or 3D grids. Your players will never run out of dungeons to explore, your artists will appreciate the creative freedom, and your game will have better replayability.Read More…

The ability to dynamically split a convex shape into two separate shapes is a very valuable skill or tool to have in your gamedev arsenal. This splitting allows for advanced types of simulation, such as binary space partitions for graphics or physics, dynamically destructive environments (brittle fracturing!), ocean or water simulation, collision resolution for physics engines, binary spatial partioning, and the list just goes on. One great example is the game Fruit Ninja for Kinect.

The ability to dynamically split a convex shape into two separate shapes is a very valuable skill or tool to have in your gamedev arsenal. This splitting allows for advanced types of simulation, such as binary space partitions for graphics or physics, dynamically destructive environments (brittle fracturing!), ocean or water simulation, collision resolution for physics engines, binary spatial partioning, and the list just goes on. One great example is the game Fruit Ninja for Kinect.Read More…